Assault Android Cactus Pushed to Q1 2016 on PS4 & PS Vita, New Modes Detailed

Originally aiming for Summer 2015 on all platforms, developer Witch Beam announced that Assault Android Cactus will now be releasing in Q1 2016 on PlayStation 4, PlayStation Vita, and Wii U, following a PC launch on September 23.

In addition to a campaign that supports 1-4 players and a boss rush mode, Assault Android Cactus also includes a daily challenge and endless mode:

  • In Infinity Drive, players choose their best character and attempt to survive as long as possible against endless waves of increasingly difficult enemies and constantly changing stages, making every attempt feel different.
  • The Daily Drive challenges players to survive through ten randomly generated waves of enemies, but only gives them one chance per day.  Every 24 hours, a new challenge and leaderboard awaits players. 

Witch Beam Director Sanatana Mishra said:

We made an arcade action game that took our favorite things about the twin sticks and shump genres and combined them into something new that I think fans of those games are going to love. We’ve been inspired by so many shooters over the years, from Robotron to Ikaruga and Resogun, and hope Assault Android Cactus will be as fondly remembered as those classics.

Over on NeoGAF, Mishra, under the name Paz, talked about the delay to every version expect PC:

[…] We really wanted to hit PS4/Vita/Wii U this year and it was looking extremely good for PS4 but a few things came up that just pushed that in to the ‘not going to happen pile’. Basically we were going to finish cert at a really awful time when everything was releasing, and it was going to be a bit of a rush job too, so we decided to just hold for a little while longer and improve the console versions as much as we can with better performance and any tweaks/improvements that come out post PC launch (we have a few mode ideas that only make sense to look at post-release, like a super hard version of the campaign ala dark world in SMB).

Mishra adds, “The PC version feels utterly complete for the first time in the nearly 3 years we’ve been working on it, this moment is absolutely terrifying for me.”

[Source: NeoGAF]

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